/Engine/Plugins/Online/OnlineSubsystemUtils/Source/OnlineSubsystemUtils/Classes/EndMatchCallbackProxy.h
End a match that is in progress while it is the current player's turn.
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Meta=(BlueprintInternalUseOnly="true", WorldContext="WorldContextObject"), Category="Online|TurnBased") static [UEndMatchCallbackProxy](API\Plugins\OnlineSubsystemUtils\UEndMatchCallbackProxy) * EndMatch ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, class [APlayerController](API\Runtime\Engine\GameFramework\APlayerController) * PlayerController, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ITurnBasedMatchInterface](API\Plugins\OnlineSubsystem\Interfaces\ITurnBasedMatchInterface) > MatchActor, [FString](API\Runtime\Core\Containers\FString) MatchID, [EMPMatchOutcome::Outcome](API\Plugins\OnlineSubsystem\Interfaces\EMPMatchOutcome__Outcome) LocalPlayerOutcome, [EMPMatchOutcome::Outcome](API\Plugins\OnlineSubsystem\Interfaces\EMPMatchOutcome__Outcome) OtherPlayersOutcome )